Download Games - New Zealand

  • New Zealand
  • In New Zealand, revenue in the Download Games market market is forecasted to reach US$79.41m in 2024.
  • The revenue is anticipated to demonstrate an annual growth rate (CAGR 2024-2029) of 5.81%, leading to a projected market volume of US$105.30m by 2029.
  • It is expected that in 2029, the number of users in the Download Games market market will reach 1.2m users.
  • User penetration is set to be 21.7% in 2024 and is projected to remain at 21.7% by 2029.
  • When compared globally, the majority of revenue will be generated the in the United States, amounting to US$5,054.00m in 2024.
  • The average revenue per user (ARPU) in the Download Games market market is estimated to be US$69.36 in 2024.
  • New Zealand's media market sees a rise in demand for downloadable games, reflecting a shift towards digital entertainment consumption among consumers.

Key regions: India, Japan, China, Europe, France

 
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Analyst Opinion

The Download Games market in New Zealand is experiencing significant growth and development. Customer preferences are shifting towards digital downloads as opposed to physical copies of games. This trend is driven by the convenience and accessibility of downloading games directly to devices, as well as the increasing popularity of online multiplayer gaming.

Customer preferences:
New Zealand consumers are increasingly opting for digital downloads of games rather than purchasing physical copies. This preference can be attributed to several factors. Firstly, digital downloads offer convenience, allowing gamers to instantly access their games without the need to visit a physical store or wait for delivery. Secondly, digital downloads often provide additional benefits such as automatic updates and the ability to play across multiple devices. Lastly, the rise of online multiplayer gaming has contributed to the shift towards digital downloads, as it enables gamers to connect and play with friends from anywhere.

Trends in the market:
One of the key trends in the New Zealand Download Games market is the growth of mobile gaming. The widespread adoption of smartphones and tablets has made gaming more accessible to a larger audience. Mobile games are often downloaded directly from app stores, providing a seamless experience for users. This trend is expected to continue as mobile devices become more powerful and offer more immersive gaming experiences. Another trend in the market is the rise of subscription-based gaming services. Platforms such as Xbox Game Pass and PlayStation Now offer access to a wide range of games for a monthly fee. This model appeals to consumers who want to explore a variety of games without the need to purchase them individually. Subscription services also provide a steady stream of revenue for game developers and publishers.

Local special circumstances:
New Zealand has a relatively small population compared to other countries, which can impact the availability and pricing of games. Game developers and publishers may prioritize larger markets, resulting in delayed releases or limited availability in New Zealand. Additionally, the cost of games in New Zealand can be higher compared to other countries due to factors such as import taxes and shipping fees. These factors may influence consumer behavior and contribute to the preference for digital downloads.

Underlying macroeconomic factors:
The growth of the Download Games market in New Zealand is also influenced by underlying macroeconomic factors. The country has a high internet penetration rate and a strong digital infrastructure, which enables seamless downloading and online gaming experiences. Additionally, the increasing disposable income of consumers allows for greater spending on entertainment, including digital games. These factors create a favorable environment for the growth of the Download Games market in New Zealand. In conclusion, the Download Games market in New Zealand is experiencing growth and development driven by customer preferences for digital downloads, the rise of mobile gaming, and the popularity of subscription-based services. Local special circumstances such as limited availability and higher pricing of physical copies of games, as well as underlying macroeconomic factors including high internet penetration and disposable income, contribute to the growth of the market.

Methodology

Data coverage:

The data encompasses B2C enterprises. Figures are based on the Video Games market. Digital video games are defined as fee-based video games distributed over the internet. These include online games, download games, mobile games, and gaming networks. All monetary figures refer to consumer spending on digital goods or subscriptions in the respective market. This spending factors in discounts, margins, and taxes.

Modeling approach / market size:

The market size is determined through a bottom-up approach. We use annual financial reports of the market-leading companies and industry associations, third-party studies and reports, survey results from our primary research (e.g., Consumer Insights), as well as performance factors (e.g., user penetration, price per product, usage) to analyze the markets. To estimate the market size for each country individually, we use relevant key market indicators and data from country-specific industry associations, such as various macroeconomic indicators, historical developments, current trends, and reported performance indicators of key market players. In particular, we consider average prices and annual purchase frequencies.

Forecasts:

We apply a variety of forecasting techniques, depending on the behavior of the relevant market. For instance, the S-curve function and exponential trend smoothing are well suited for forecasting digital products and services due to the non-linear growth of technology adoption. The main drivers are GDP per capita, consumer spending per capita, and 4G coverage.

Additional notes:

The data is modeled using current exchange rates. The market is updated twice a year in case market dynamics change. The impact of the COVID-19 pandemic is considered at a country-specific level. The data is modeled using current exchange rates. The impact of the COVID-19 pandemic and the Russia-Ukraine war are considered at a country-specific level. The market is updated twice a year. In some cases, the data is updated on an ad hoc basis (e.g., when new, relevant data has been released or significant changes within the market have an impact on the projected development). Consumer Insights data is reweighted for representativeness.

Overview

  • Revenue
  • Analyst Opinion
  • Users
  • Global Comparison
  • Methodology
  • Key Market Indicators
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